Dude, I hear ya Pallist. Having access to the clan crafters was pretty much one of the biggest reasons I stepped away from the game.

NO ONE wanted to do that shit and I felt bad for people who needed shit made so I helped take on a lot of that burden. Couple that with the tedium of having to take inventory of mats to relay to members what's needed to keep stocks replenished while assigning some to bring mats from far away clan banks and I found myself working in the same capacity as an operations manager for a small company.

The game is one big tedium ever since they switched over to the removal of runestones and local banking because there as far too many features needed to support local banking.

Many want new content to come back to but I'm willing to bet many were enjoying the gameplay and would come back if the gaps of time where you're doing mindless client swapping or traveling or bank staring was shortened.

That's how shadowbane was and I 100% agree. It didn't just make holdings useful, it made built up holdings an advantage and a necessity for larger clans. Aventurine took so much from that game but forgot to take more.

I agree that some solution is required. Just a few weeks ago I started an alt to do cooking, woodcutting/smelting, and potioncraftibg because I wanted to help share the burden on the more tedious crafts. And we have a clan with three players with all crafting Titles, and two more alts with all crafting titles!

Overall the crafting burden has gone up, with MOBs no longer dropping items like potions, and arrows now required to be crafted.

Another idea that doesn't buck the current system too much is to just further increase crafting speed as you level up. No expert bow crafter got into the trade wanting to make a crapload of arrows every week for clan mates.